The Dresden Files

R O L E P L A Y I N G • G A M E

Casefile: Neutral Grounds
With art by Amy Houser and Chad Sergesketter

Written by Clark Valentine

OPEN GAME LICENSE Version 1.0a
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Skills can be filled in as the game progresses—someone needs a skill.” The target audience of the writeup is the GM. the café’s proprietress and resident caffeinomancer. running with what the players give you. skills. Idealistic Kinetomancer Š Astra LaFontaine. You’ll ask them a number of questions at the start of the adventure. loser Red Court vampire You’ll find notes on these NPCs at the end of the document. these will not only help the players complete their character sheets. and focuses on their adventures as they attempt to figure out what happened to Diane Basset (YS386). this is intentional. Important locations might be: Š Neutral Grounds coffeehouse Š Eric McCullough’s house Š Fort McHenry Choosing Skills You’ll notice that the PCs are incomplete— several skills and aspects are missing. This writeup assumes that you’re familiar with the Dresden Files RPG rules. stunts. Half-elf Illusionist Š Zack Meyer. Emo White Court Virgin Spread out or pass around the character sheets. You’ll have to adjust the amount and/or quality of opposition depending on the number of players. Let them know that they’re all regulars at the coffeehouse. and that you’ve read over Chapter 16. The story is centered on seven regulars at the café and bookstore Neutral Grounds. Baltimore. they just write it in on one of the blank lines. the GM. and powers.Overview This Dresden Files RPG adventure is intended for 3-7 players. These characters already have most of their aspects. New Age Occultist Š Dania Lansey. All the PCs are at the “Up to Your Waist” Power Level (7 Refresh. if they wish. even if they might not all be aware of each other’s abilities. 25 Skill Points). Partially pregenerated PCs are provided. where OW191 means page 191 in Volume 2: Our World. This is an extremely lightweight writeup. proprietress of Neutral Grounds Š Eric McCullough. Starting the Game Describe Neutral Grounds to the players. her ex-boyfriend Š Frank Williams. but will tailor the adventure to the players’ concepts of their own characters. and they’re all at least acquaintances with one another. It depends greatly upon you. so everyone can look at them and choose the one they want. but the players will have the opportunity to personalize their characters by adding the missing details. The game can be played with any from 3-7 of the PCs. “Nevermore. Thus. Let players swap out skills that are already listed. The PCs are: Š Sean Barnes. Important NPCs might be: Š Diane Basset. The game is set in Baltimore—see the chapter “Nevermore. Page numbers in DFRPG books are referred to as follows: YS238 means page 238 in The  Dresden Files RPG Volume 1: Your Story. There are no real strangers among the PCs. 3 . Retired Psychic Detective Š Maria Emana. no two sessions of “Neutral Grounds” will ever be quite the same. as well as some background information. Metalhead Werewolf Š Martin Caputi. so if you plan to play through the adventure you might want to stop reading now. Apprentice Wizard Š Nate Valakas. her new boyfriend (maybe?) Š Damocles Ravenborn. if not good friends. Baltimore” (YS358).

how did you gain such a comprehensive knowledge of the supernatural? How do you move past your feelings of jealousy toward those with supernatural powers? Š Nate. if it helps. Why? Š One of you had a big argument with Eric—who is it? What was the argument about? Did you resolve the disagreement? Š One of you knows Maria’s secret—who? Does she know that you know? How did you find out? Maria. red herrings. one for each PC. how do you feel about your master? Do you feel abandoned because he/she left town without you? Do you feel like you can rely on anyone at Neutral Grounds to fill in as a mentor? Š Martin. . consider making him the outright bad guy and Eric the red herring.e. Š One of you had a run-in with a Red Court vampire named Damocles Ravenborn last week. Damocles Ravenborn has been a red herring. which side of your heritage do you favor? Do you have contact with your father? Why haven’t you decided which path to take yet? Š Astra. (Consider showing his picture. How did you survive? Š Two of you are close friends—who? How did you meet? Describe your friendship. start things off by asking some probing questions.) Š Diane and Eric broke up about a year ago. did you keep your talent a secret? Did that lead somehow to your retirement—were you forced out? Or did you find a way to mask your vision as something else? Š Dania. Who? Describe the situation—did it get violent? What was the outcome? (Show the group Damocles’ picture. Who? How? How did that impact your friendship? And here’s a list of personalized questions. that guy who’s been hanging around a lot lately? Is it someone else? (If one of the players pipes up with “It’s me!” then you know you have an awesome group.Choosing Aspects and Getting a Handle on the Story 4 Once everyone has selected a character. do people know that you’re a werewolf? How often do you “wolf out?” Ever done so in front of any of the other PCs? Ever on stage? Š Maria. This will serve two purposes: one. Here are some example questions. Š One of you is very close to Diane Basset. true hope)? In all games that I’ve run. Who? How? Š Who is Diane’s current boyfriend— is it Frank Williams. ask them how they might turn their answers into aspects.) Š One of you saved the life of someone else at the table last week. if you know that he knows. and two. do you feel ashamed of what you did? Do you feel like doing so again is a major temptation? Š Zach. why are you still a (vampire) virgin? What happened that set your determination not to turn—or is it not so much a deliberate decision as a lack of opportunity? Are you actively looking for a way out of your condition (i. to help you figure out who the potential bad guys. don’t use his picture unless you see the need—the players may head off in a direction that’s out of sync with the image. Even though it does complicate things a little. and if they do. It’s kind of embarrassing. That said. to complete the characters’ aspect lists.) Š Which one of you did Damocles Ravenborn try to glamour at Neutral Grounds last month? (Explain that Damocles is a loser Red Court vamp. He watches too much True Blood and keeps trying to glamour people. to help draw them in further: Š Sean. to help get folks going.) Š Why would Frank be a good match for Diane? Why wouldn’t he be? Š Eric McCullogh is Diane’s ex—tell us about him. their ideas win. how does that make you feel about him? Š One of you was attacked by a ghoul on the street last week. As the players answer them. If the players go for Damocles. and one that the players saw through rather quickly. and other NPCs are.

all members of Baltimore’s supernatural community (or at least in the know) are regulars at the Neutral Grounds coffeehouse and bookstore (see YS394). make sure you throw out some scene aspects. Your ace for the opening scene is who’s in the back room—one of the thugs who accompanied the bad guy in here is still in the back room. If you want to throw more suspicion on to him. One might want to call the cops immediately. The second act is the search. but that’s not immediately obvious. two local college students who usually worked with Diane on the morning shift. spent too long staring down the barrel of Baltimore’s ley line. both dead. below). and that would be bad for you. The first act occurs in the coffeehouse and involves a crime scene investigation interrupted by gunfire and a fight. and Eric is the red herring. make sure some of the evidence fits him as the culprit. so passersby are unlikely to notice what happened or “catch” them at the scene of the crime. 5 ..The Situation The game is intended to have three major acts (though. You can use this to give clues that both move the plot forward and take advantage of whoever is the red herring. who’s a warlock and psychomancer of considerable skill. is in play.” That suggests that they need to hurry. Complications and Considerations Act One: The Scene of the Crime The PCs. He came in with a couple of gangbanger thugs he enthralled and took her. two dead baristas. The players might freak out a bit here. That said. Tom and Alicia. If Martin Caputi is in action. or you can suggest that the cops are already here—provided the PC Martin Caputi. What “Really Happened” In the “canonical” version of events—in other words. The third is confronting the person who’s taken Diane. Damocles doesn’t seem like the type to use a gun to kill people—he loves his katana too much. It blew his last. leading the PCs all over Baltimore. maybe Eric has been working the mind-mojo on his victims and patsies so that they think Damocles is the one responsible for doing bad things or for hiring them. the Enthralled Thug in the back room. and counter area are in disarray. Eric McCullough. the one I assume is true as I write this up—Diane Basset’s bastard of an ex-boyfriend. all together!) on some Wednesday morning to find. such as Damocles Ravenborn. you might have to improvise a bit as to his motives—why would he take Diane? Vengeance? How are the PCs going to track him? Before the PCs start investigating. say. left behind to give investigators trouble and buy him some time. Consider reassuring them that they’re relatively protected from view here. his psychometry could give him some perspective on what happened here. rather than hot double espressos. If that’s the case. what “really happened” is what you say really happened. based on the questions you asked at the start of the session (see Choosing Aspects and Getting a Handle on the Story. He’s planning to sacrifice her on the ley line at Fort Carroll. tables. Or if he’s the actual guy behind things here. you could play up the tension of the scene—“What are you going to do? Someone might find you in here. The bookshelves. Bust him out when it’s convenient to do so (see Enthralled Thug. Like. a retired detective. You can run with that. and he decided that if he can’t have Diane then nobody can.. Decent Investigation rolls will discover bullet holes in the walls and the bodies. above) that a different bad guy could emerge. It’s up to you how to play it. It’s possible. tenuous hold on sanity. They’ve been shot. the bullets can throw people off his trail! If Damocles is your red herring. I highly recommend that you let your players help decide. running with what the players give you means you never know what could happen). They arrive (conveniently. Think about what the objects he’s examining could “see” within a limited scope to restrict what he can find out. are lying on the floor. as if there was a struggle. On the other hand.

this is your ticket. explodes into a 4-shift attack (yes. place some aspects on the scene like “Dark and Dank” or “Underground” or “Old Stonework. He’s in a mild panic. duped by Eric into sticking his nose in at a really bad time. Much like Frank Walker. Damocles might have chatted up Eric. is using the ley line to power his enthrallment spells. the PCs will find him here—tied to a chair in the middle of the house or apartment’s largest room. convinced him to act on his jealousies. don’t hesitate to have Lizard Gibbs (YS380) show up. He has the other gangbanger thrall with him here. or is even in on them. you’ll need to improvise a bit. Someone will need to detect it. Complications and Considerations If Damocles is your big bad. Act Three: The Confrontation Eric is taking Diane to Fort McHenry (YS389). Of course. you might want to have him show up at Eric’s. If your group acts like mine did each time I ran it. including Frank. directly above an arcanely significant point in the ley line. you’ll need some other muscle here or the PCs will dogpile Eric pretty quickly. If Damocles is your red herring. Eric is doing his ritual in an underground room that the PCs will need to get to through a tunnel leading from the blockhouse at the fort. Diane is tied to a chair and bound. and if you want to introduce some connection between him and the ghouls that live in other parts of the tunnel. If he catches them in a position of disadvantage—like trying to untangle a dangerous wardspell. Once again. If you really want to get weird. If the PCs get a chance to talk to Frank. that’s a +4 attack at Weapon:4) on everyone in the room. More on this in Act 3. or having just set it off—Damocles is just the right flavor of overconfident to try to tangle with the PCs without needing other motivation. and if you want to include some ghouls in your game. YS392). have him conjure a couple of bodyguard rock demons. you could have a couple of them here to provide protection. and then traipsed off to commit a murder that would point in Eric’s direction. where he can get easy access to the ley line for his ritual.Act Two: The Search Here’s where things can go any which way. 6 . so the actual details of his place depend completely upon how the players described Eric at the start of the session. If your setup winds up diverging. If Eric’s place is in a cruddy section of town (such as the East Green. He’s surrounded by a hemispherical “land mine” type ward—it’s a 6 shift ward that. but is bound with duct tape and unable to speak or move. The fort happens to be closed to tourists that day. maybe this is all for show—a distraction play. a psychomancer. and in the third he was a drug dealer living in a flophouse. If Frank Williams is Diane’s current romantic interest. they’ll immediately head for Eric’s place. Once again. It’s part of the tunnel system that leads back toward Federal Hill Park (YS389). Eric. You can decide whether or not Walker is oblivious to Eric’s activities. It’s up to them how they get past her. they could just blunder into it. That section of tunnel widens out to about twenty or thirty feet wide. but if the PCs get there they’ll still be confronted by park ranger Janet Walker (YS375). if tripped. and is going to use it to get Diane to take him back—turning her into a fine thrall (OW83). he remembers Eric muttering something about the Fort.” The ley line will absorb two mild mental consequences for Eric as he casts evocation spells in the final fight. I’m assuming that Eric McCullough is your bad guy. portions of the stone walls of the tunnel could come alive and attack the PCs as golem-like creatures. so it’s not quite so cramped. Consider having some conjured critters like black dogs (OW81) or a few more rough thralls (OW82) with guns. and someone will need to counterspell it. If you don’t have ghouls. In two games he was a rich playboy type.

7 . often as not. Then again. dodge at Fair. High Concept: Gangbanger Thrall Skills Alertness: Fair (+2) Athletics: Fair (+2) Guns: Fair (+2) Most other skills default to Mediocre. You can find the stats a few pages further along. of sorts—addicted to Red Court venom and being driven to extremes by the withdrawal. or he may simply be the target of a non-combat confrontation at the far end of things. or the real villain. Perhaps Eric’s doing all of this because the tables have been turned on him and he’s the thrall. Maybe he has struck an alliance that can draw Damocles in at an opportune moment—you can save Damocles as a card to play if it looks like the PCs are gaining ground on Eric too fast. Total Refresh Cost: 0 Ghoul Thugs See OW58 for the lowdown. but they are mortal beings. Those wary of breaking the Laws of Magic should be careful with how they handle them. pick a character from “Who’s Who” (OW97) that seems similar enough based on how you and your players have conceptualized him. Notes These poor saps have Fair initiative. he’s all show). Eric could be the patsy. Diane is a talented potion-maker after all—maybe this is Eric’s bent way of trying to get her to help him. But Still A Poser See YS373 for the detailed scoop on this guy. Damocles suffers from supervillain syndrome and probably wants to see the PCs get their asses handed to them. Frank Williams High Concept: Diane’s Boyfriend You probably don’t need any stats for Frank. Eric’s sheet is on the following page. Stress Mental oo Physical ooo Social oo RougH THRAll THug Rough Thrall Thugs As seen in the statblock on this page. Conjured Rock Demons I based the stats for these on shellycobbs from OW51. and Damocles could be the real problem. but I’ve included his sheet on the following page. and they’ll probably never be whole again. and the following pages for a convenient stat-block. It’s not pretty. I left off Lawbreaker (Third Law) and Lawbreaker (Fourth Law) for now—you might make him a scapegoat. If you end up needing them. then he probably already sent Damocles against the PCs earlier. and one of the two potential suspects in action. with any physical ones defaulting to Fair. VillainEric should totally have Lawbreaker (which will make his mind-mojo all the more potent). (Sufficiently intimidating PCs might get Damocles to crumple. Take away the gun and they’ll just be swinging Average fists. These are normal folks who’ve been given a mental makeover by Eric. Damocles Ravenborn High Concept: Red Court. changing a few things around like the catch and the sensory abilities. If Eric’s the real big bad. Regardless. He may be lurking in the wings to see what happens.Complications and Considerations The NPCs Eric McCullough High Concept: Jealous Mentalist Diane’s ex. and attack at Fair with Weapon:2 guns.

Folds Under Pressure Skills Alertness: Fair (+2) Athletics: Fair (+2) Discipline: Fair (+2) Endurance: Fair (+2) Intimidation: Good (+3) Performance: Good (+3) Stealth: Average (+1) Weapons: Average (+1) Most other skills default to Mediocre. Good defense. Power (Air +1. Entitlement Complex ERIc MccuLLOuGh Skills Conviction : Superb +5 Deceit: Good +3 Discipline: Great +4 Lore: Good +3 Physical and social skills tend to be Fair (+2). Earth). Stress Mental oo Physical ooo(oo). but Still a Poser Other Aspects: Bully. Stress Physical ooo Social ooo Mental oooo. armor doesn’t protect belly. Friends in Dark Places. 3 extra mild consequences (1 for Conviction + 2 because he’s plugged into the ley line) Refresh Cost: –12 Total 8 . Can do physical stress with Weapon:4 strength & claws (or Weapon:4 strength & katana). or 10 shifts if he wants to use the ley line to absorb a consequence or two. Total Refresh Cost: –10 DAMOcLEs RAvENbOR N High Concept: Jealous Mentalist Other Aspects: Pushed over the Edge. If forced to physical combat. six shifts): A bubble of high pressure air deflects attacks Whump (Air attack/maneuver. Spirit +3). It’s said that Damocles often licks the flat of his sword blade to deliver the venom. Control (Air +1. Focus Items Pocket Watch (offensive power & control +1 for spirit) Staff (defensive control +1 for air) Notes Eric is a dangerous sorcerer. Power s Addictive Saliva [–1] Blood Drinker [–1] Claws [–1] Flesh Mask [–1] Feeding Dependency [+1] affecting the following powers: Cloak of Shadows [–1] Inhuman Strength [–2] Inhuman Speed [–2] Inhuman Recovery [–2] Inhuman Toughness [–2] The Catch [+2] is sunlight. 8 shifts. Powers Evocation [–3] Thaumaturgy [–3] Sponsored Magic (Ley Line) [-2] Refinement [-3] The Sight [–1] Soulgaze [+0] Wizard’s Constitution [+0] Specializations Evocation: Elements (Spirit. five shifts): Attack or maneuver with 5 shift air attack with a Discipline roll of +5 Obaemi (Spirit attack.High Concept: Actually Red Court. Earth +1. Discipline roll is at +7. Mediocre to Average attacks (with a katana!). he’ll throw around his Air rotes to help keep the distance. eight shifts): A mindwhammy. Spirit +2) Thaumaturgy: Control (Wards +1) Rote Spells Whoosh (Air block. but he’s the kind of idiot who might end up cutting off his tongue by accident if he did that. acting on Fair initiative. Armor:1 Social oo Hunger ooo Notes Fantastic initiative. holy stuff. or set aside the weapon bonus to make it a mental stress attack with his narcotic saliva. Air. but he’ll prefer to lay the mental whammy on someone if he can get the opportunity.

Erick McCullough Damocles Ravenborn A Freakin’ Ghoul 9 .

ing) Supernatural Sense [–1] (Ground-sens Total Refresh Cost: –6 [–2] Inhuman Strength Supernatural Toughness [–4] an The Catch [+3] is blunt force trauma from bar. a crow ever car. Most other skills default to Mediocre.g. with any physical ones defaulting to Fair. Also. Armor:2 Notes Fair initiative. crushing Vise Grip (Might): When clenching or decapitation). dead is dead with a ghoul. affecting: Skills Aler tness: Fair (+2) Inhuman Strength [–2] Athletics: Good (+3) Inhuman Speed [–2] (some lesser ghouls Endurance: Good (+3) may not have this) Fists: Good (+3) Supernatural Recovery [–4] Might: Good (+3) The Catch [+2] is wounds from holy objects. it’s not something they in something with its rock y hands (usually come back from. if you Stunts inflict enough massive trauma (e. +2 to terms of grapples). Total Refresh Cost: –7 10 . Weapon:4 strength & claws. Good attack & defense. Plus tions you make on can “see” you by the vibra the ground.High Concept: Cannibal Ghoul Other Aspects: Insatiable Appetites Skills Alertness: Good (+3) Athletics: Great (+4) Endurance: Good (+3) Fists: Great (+4) Intimidation: Good (+3) Presence: Good (+3) Most other skills default to Mediocre. they Weapon:4 rock-hands & strength. This can be a chair. Power s ROck DEMON Claws [–1] k High Concept: Demon of Living Roc Human Guise [–0] Feeding Dependency (Meat) [+1]. and an Epic initiative make Claws [–1] (Spik y Rock-Hands) these bad boys extra bad. a implement. a rock demon is at Stress its Might rolls .. an explosion. Stress Mental oo Social oooo Physical oooo(oooo). Fists and bullets how ection & extra have to dela with the prot gHoul stress boxes. Great attack. Mental oo Physical oooo rance Hear t of Stone (Endurance): Use Endu Social oooo Hunger oo l instead of Presence for calculating socia Notes stress capacity. Powers Superb defense.

Dania Martin Maria Sean Astra Nate Zack .

Permission granted to make copies for personal use. Stealth Endurance Armor. . LLC. Athletics Endurance Neutral Grounds Regular Good (+3) # of Slots: Fair (+2) # of Slots: Average (+1) # of Slots: 1 Stress 2 3 4 5 6 7 8 Physical (Endurance) X X X X X X X X X X X X X X X X X Skills (Changed) Superb (+5) # of Slots: Mental Social (Presence) 0 (Conviction) Great (+4) # of Slots: 2 2 3 5 Alertness+. Athletics+ Fists+. Performance Fists. Etc: Good (+3) # of Slots: Type P/m/S Stress Used? Consequences -2 -4 -6 Fair (+2) Aspect # of Slots: Mild Moderate Severe ANY ANY ANY Average (+1) # of Slots: Stunts & Powers Cost Ability Extreme ANY -8 Replace Permanent Up To Your Waist Skill Points Spent Power Level Skill Cap Great 25 -1 Beast Change (Wolf) -1 Echoes of the Beast (Wolf) The Ladder Legendary +8 Epic Fantastic Superb Great Good Fair Average Mediocre Poor Terrible +7 +6 +5 +4 +3 +2 +1 +0 –1 –2 25 Total Available +1 Human Form affects: -1 Claws -2 Inhuman Speed -2 Inhuman Strength -6 Total Refresh Adjustment 7 Current Fate Points Base Refresh Level 1 Adjusted Refresh FP From Last Session © 2010 by Evil Hat Productions.The Dresden Files Role-Playing Game Character Sheet Superb (+5) # of Slots: Character SEAN BARNES Aspects Skills (Human) High Concept Trouble Player Metalhead Werewolf SNARL!!! Other Aspects 0 Great (+4) # of Slots: 2 2 3 5 Intimidation.

Roll Might at +1 whenever using that skill in conjunction with grappling (YS211). his initiative is +8. so long as any knowledge or social skills are not given a higher value by the change. Whenever moving as part of another physical activity. You are able to find your way around in near-total darkness. your senses are strongly tuned. you gain a +3 to your Might score. Beast Friend. and a habit of wearing black T-shirts and leather biker jackets. Skill Shuffle. Inhuman Speed [–2] Improved Initiative. His Alertness gets an extra +1 when sound is important. Echoes of the Beast (wolf) [–1] Beast Senses. Almost Too Fast To See. at least. In wolf form. You have claws (or something similar) which act as Weapon:2 for your Fists attacks. a scruffy beard. Inhuman Strength [–2] Improved Lifting. is a tall. Whether in human form or otherwise. This also allows you to inflict a 2-stress hit on an opponent as a supplemental action during a grapple. Sometimes you’re in a human form that doesn’t have access to all of your powers. it always provides a +1 regardless of the actual comparison of your Might score to the skill in question. Casual Movement. imposing figure with long hair. You can change into a wolf (and back). at will. this bonus is increased to +2. Whenever lifting or breaking inanimate things. you are at +2 to damage. increasing the stress dealt by two on a successful hit. and his Fists attacks have Weapon:4 for damage. Sean’s Powers Skills marked with a plus sign (+) on Sean’s sheet are affected by his abilities. and may make assessment actions to learn their motives. Difficulty factors due to moving are reduced by two when rolling Stealth. his Athletics gets an extra +1. but won’t stack with other Weapon:[X] effects per the usual weapon stacking guidelines (YS202). a bass player in several local metal bands. Whenever using your Might to modify (YS214) another skill. Hammer Blows. You may shuffle around your skills for a different configuration while changed. you may move one zone without taking the –1 penalty for a supplemental action (YS213). thrown Weapons. The change takes a few seconds to perform. etc. Your keen ears give you +1 to Alertness rolls when sound is important. You have an instinctive understanding of wolves. Beast Change (wolf) [–1] Beast Form. All your Athletics checks are made at +1. Your Alertness is at +4 for the purpose of determining initiative.Sean Barnes Sean Barnes. Athletic Ability. Beast Trappings. . Superior Strength. including dodging.). Human Form affects: Claws [–1] Natural Weapons. Human Form [+1] Regular Joe/Regular Jane. When he’s human. The powers listed in the right-hand column are only available in your changed form. With attacks that depend on muscular force (Fists. This bonus stacks with stress increases due to Strength abilities (YS183). Bruising Strength. When sprinting (see YS212).

you get +2 to Empathy rolls against them. Permission granted to make copies for personal use. Empathy+ Alertness. Stealth+ Neutral Grounds Regular Good (+3) # of Slots: Fair (+2) # of Slots: Average (+1) # of Slots: 1 Stress 2 3 4 5 6 7 8 Physical (Endurance) X X X X X X X X X X X X X X X X X X Stunts & Powers Cost Ability Mental Social (Presence) -2 Glamours -1 Blend In: +2 to stealth in crowds -1 Won’ t Get Fooled Again: Once you’ve caught someone in a lie. and You Shouldn’ t Either Other Aspects Great (+4) # of Slots: 2 2 3 5 Deceit. Etc: Type P/m/S Stress Used? Consequences -2 -4 -6 Aspect Mild Moderate Severe ANY ANY ANY Extreme ANY -8 Replace Permanent Up To Your Waist Skill Points Spent Power Level Skill Cap The Ladder Legendary +8 Epic Fantastic Superb Great Good Fair Average Mediocre +7 +6 +5 +4 +3 +2 +1 +0 –1 –2 Great 25 25 Total Available 7 Current Fate Points Base Refresh Level 3 Adjusted Refresh FP From Last Session -4 Total Refresh Adjustment Poor Terrible © 2010 by Evil Hat Productions. LLC. (Conviction) Armor. .The Dresden Files Role-Playing Game Character Sheet Superb (+5) # of Slots: Character DANIA LANSEY Aspects Skills Player Half-Elf Illusionist Trouble High Concept 0 I Don’ t Trust Me.

you gain +2 to your Stealth rolls. The Catch [+1]. Seemings. Won’t Get Fooled Again: It only takes once for someone to lie to you before you start to wise up to it. Glamours [–2] Minor Veils.Dania Lansey Daughter of a human mother and elf father. including dodging. You naturally have Armor:1 against all physical stress. Almost Too Fast To See. hiding it from sight and other means of detection. You must permanently surrender the refresh cost in Fate Points to do so. it signifies that she has embraced her Elven heritage and has fully become a creature of faerie (and hence would become an NPC at the end of the session). Other skills will also see a boost if she buys into her Elven heritage and picks up one of those potential powers listed on the right. Powers Dania has already partly bought into her Elven heritage. You have two additional boxes of physical stress capacity (YS201). but it may be used on other objects and people if they belong to you or have entered a pact with you. And once she has caught someone in a lie. When sprinting (see YS212). Use your Deceit to oppose efforts to discover the veil. Inhuman Toughness [–1 total] Hard to Hurt. it isn’t necessary pierced—but the discoverer can tell that it’s there and that it’s wrong. you may draw a veil over something (not particularly large—maybe the size of a small. Once you’ve discovered a particular person’s lie for what it is. Whenever moving as part of another physical activity. you may move one zone without taking the –1 penalty for a supplemental action (YS213). Your Alertness is at +4 for the purpose of determining initiative. Dania’s Abilities Skills marked with a plus sign (+) on Dania’s sheet are affected by her abilities. All your Athletics checks are made at +1. If there’s a crowd to hide in. If Dania takes both powers. Cold iron ignores those extra stress boxes and that point of armor. she’s only four and a half feet tall. giving her access to Glamours. she gains a +2 to her Empathy when “reading” them (making it Fantastic). Athletic Ability. Potential Powers: At any time you may further embrace your Summer Court fey heritage and take any of these powers. you gain a +2 on any future Empathy rolls when dealing with that liar. Stunts Blend In: You blend into a crowd easily. Difficulty factors due to moving are reduced by two when rolling Stealth. You are able to cause someone or something to appear to be other than what it is—usually this is personal. You may use your Deceit skill to oppose any efforts to discover that the seeming is something other than real. With a moment of concentration. Hard to Kill. she gains another +2 to her Stealth (making it Superb). Casual Movement. In a crowd. . If the veil is discovered. Dania Lansey is a 30-something office worker at Johns Hopkins. this bonus is increased to +2. The only outward sign of her unique heritage is her tiny stature. Inhuman Speed [–2] Improved Initiative. tight group of people).

Permission granted to make copies for personal use. -1 Quick Eye: First Investigation roll to determine details about a scene is two steps faster than usual. Investigation+ Contacts. get +1 to Investigation and make findings one step faster. Guns Neutral Grounds Regular Good (+3) # of Slots: Fair (+2) # of Slots: Average (+1) # of Slots: 1 Stress 2 3 4 5 6 7 8 Physical (Endurance) X X X X X X X X X X X X X X X X X X Stunts & Powers Cost Ability Mental Social (Presence) -1 Psychometry -1 On My Toes: +2 to Alertness for initiative. The Ladder Legendary +8 Epic Fantastic Superb Great Good Fair Average Mediocre +7 +6 +5 +4 +3 +2 +1 +0 –1 –2 (Conviction) Armor.The Dresden Files Role-Playing Game Character Sheet Superb (+5) # of Slots: Character MARTIN CAPUTI Aspects Skills High Concept Trouble Player Retired Psychic Detective I’m Too Old for This Other Aspects 0 Great (+4) # of Slots: 2 2 3 5 Alertness+. LLC. Etc: Type P/m/S Stress Used? Consequences -2 -4 -6 Aspect Mild Moderate Severe ANY ANY ANY Extreme ANY -8 Replace Permanent Up To Your Waist Skill Points Spent Power Level Skill Cap Great 25 25 Total Available 7 Current Fate Points Base Refresh Level 3 Adjusted Refresh FP From Last Session -4 Total Refresh Adjustment Poor Terrible © 2010 by Evil Hat Productions. -1 Scene of the Crime: When examining a crime scene. .

and he makes observations much faster than normal people (see Stunts. Stunts On My Toes. Psychometry assessments are more difficult than normal (Good or higher). Scene of the Crime. looking for glimpses of something significant. When examining a location for clues. Quick Eye. so even with a high roll. You can perform an assessment action on the history of a given object that you are able to touch and contemplate. you gain +1 to your Investigation roll and arrive at your findings one step faster than usual on the time table (YS315). you may only get one aspect or fact. below). Your first Investigation roll to determine deeper details about a scene is two time increments (YS315) faster than usual. You have a practiced eye when combing over a crime scene. Gain +2 to Alertness when using it to determine initiative. This is a standard Investigation roll.Martin Caputi Martin Caputi is a 60-ish retired Baltimore police detective who’s seen it all—and then some. you are rifling through the situations that the object has been exposed to in the past. He gains a +2 to his Alertness for initiative (making it Fantastic). your eye is quick to pick out the visual details. Echoes of the Past. Martin Has A Gun He carries a handgun (Weapon:2) and knows how to use it (Guns at Good). but instead of searching a physical location. Martin’s Abilities Skills marked with a plus sign (+) on Martin’s sheet are affected by his abilities. He gets a +1 to Investigation (making it Superb) when examining a crime scene. In such a circumstance. . Powers Psychometry [–1] You have a semi-magical (“psychic”) talent for catching glimpses of the past when you touch objects. and you may not receive any additional context to help you make sense of it.

Etc: -1 Lawbreaker (First Law) Aspect Type P/m/S Stress Used? Consequences -2 -4 -6 Mild Moderate Severe ANY ANY ANY Focus Item: Ring (+1 defensive force power) Extreme ANY -8 Replace Permanent Up To Your Waist Skill Points Spent Power Level Skill Cap The Ladder Legendary +8 Epic Fantastic Superb Great Good Fair Average Mediocre +7 +6 +5 +4 +3 +2 +1 +0 –1 –2 Great 25 25 Total Available 7 Current Fate Points Base Refresh Level 3 Adjusted Refresh FP From Last Session -4 Total Refresh Adjustment Poor Terrible © 2010 by Evil Hat Productions. LLC. Scholarship Neutral Grounds Regular Good (+3) # of Slots: Fair (+2) # of Slots: Average (+1) # of Slots: 1 Stress 2 3 4 5 6 7 8 Physical (Endurance) X X X X X X X X X X X X X X X X Stunts & Powers Cost Ability Mental Social (Presence) -2 Channeling (Kinetomancy) -1 Refinement (Force Control +1. Soul of a Killer Other Aspects 0 Great (+4) # of Slots: 2 2 3 5 Athletics.The Dresden Files Role-Playing Game Character Sheet Superb (+5) # of Slots: Character MARIA EMANA Aspects Skills High Concept Trouble Player Idealistic Kinetomancer Heart of a Saint. Permission granted to make copies for personal use. . Power +1) (Conviction) Armor. Discipline+ Conviction+.

Item Slots. Refinement [–1] Force: Control +1. or later on during play. You are able to use Evocation as described on YS249. Power +1 Lawbreaker (first) [–1] You are guilty of violating the First Law of Magic: Never use magic to kill. You can design the items that fit into these slots now. Maneuver. justice that she has never had to face herself. or 5 with her ring Attack. Slippery Slope. She inherited from her mother a talent for manipulating force—and used it to kill a rebel soldier who was about to shoot her family. Channeling. . In this case. Maria’s attuned to the forceful side of spirit. but your use is restricted to the element Force. Gain a +1 bonus to any spellcasting roll whenever using magic in a way which would kill a human being. Focus Items Item Slot #1: Ring (Defensive force power +1) Item Slot #2: Spellcasting Maria may make force-based evocations like the following at a cost of only 1 mental stress: Block: up to 4 shifts. Maria’s Powers Skills marked with a plus sign (+) on Maria’s sheet are affected by her abilities. Channeling comes with two free Focus Item Slots (YS278). able to hurl around kinetic force effects. Counterspell: up to 4 shifts Control rolls: Made at Superb (+5). Channeling (Kinetomancy) [–2] “Channeling” is one of the many general names given to a lesser form of Evocation that is only able to use one particular element. Now she wants to bring justice to the wronged.Maria Emana Maria was born in Zaire (now Republic of Congo) but fled the civil war there as a teenager seven years ago. specifically her focus items and Refinement ability.

-1 Occultist: +1 to Lore in your area of specialty. Presence+ Alertness. Conviction Neutral Grounds Regular Good (+3) # of Slots: Fair (+2) # of Slots: Average (+1) # of Slots: 1 Stress 2 3 4 5 6 7 8 Physical (Endurance) X X X X X X X X X X X X X X Stunts & Powers Cost Ability Mental Social (Presence) (Conviction) -1 Finely Tuned Third Eye: +2 to Lore when detecting the presence of the supernatural. +2 to Lore in your deeper specialty. -1 Personal Magnetism: +2 to Presence when making an impression on others. Etc: Type P/m/S Stress Used? Consequences -2 -4 -6 Aspect Mild Moderate Severe ANY ANY ANY Extreme ANY -8 Replace Permanent Up To Your Waist Skill Points Spent Power Level Skill Cap Deeper Specialty: 25 The Ladder Legendary +8 Epic Fantastic Superb Great Good Fair +7 +6 +5 +4 +3 +2 +1 +0 –1 –2 Great 25 Total Available 7 Current Fate Points Base Refresh Level 6 Adjusted Refresh +2 Pure Mortal Bonus -1 Total Refresh Adjustment Average Mediocre Poor Terrible FP From Last Session © 2010 by Evil Hat Productions. Permission granted to make copies for personal use. .The Dresden Files Role-Playing Game Character Sheet Superb (+5) # of Slots: Character ASTRA LAFONTAINE Aspects Skills Player New Age Occultist What I Wouldn’ t Give For Real Power Other Aspects Trouble High Concept 0 Great (+4) # of Slots: 2 2 3 5 Lore+. LLC. Occultist Specialty: Armor.

but has no power of her own. Occultist: You’re an expert on a particular subsection of arcane lore. Finely Tuned Third Eye: Your “sixth sense” that can perceive the presence of a supernatural “ick” factor (see YS135) is unusually sensitive for a pure mortal. add a +2 to your skill (making it Fantastic).” Gain a +1 to Lore (making it Superb) when researching things covered by such a topic. She’ll have more fate points than the other characters. such as “Vampires” or “Demons. This must be limited. Personal Magnetism: You have a calm confidence that others find appealing. but it can still cover a fair number of things. crystal jewelry. When rolling Presence to establish a passive reaction. Make the most of those fate points! .” to gain an additional +1 (for a total of +2) whenever the research focuses on that narrower area. She’s extremely well read on supernatural matters. Gain +2 to your Lore (making it Fantastic) whenever using it as an Alertness substitute to pick up on the presence of the supernatural. she gains a +2 to her refresh level.Astra LaFontaine Astra is a 40-something woman with the bohemian clothing. and breezy yet powerful manner. such as “Red Court Vampires” or “Hunter-Killer Demons. Astra’s Stunts Skills marked with a plus sign (+) on Astra’s sheet are affected by her abilities. which will let her interact with aspects more and really pull through in “spotlight” moments. Astra is a Pure Mortal Because of this. You must also define a deeper specialty within that category.

LLC.The Dresden Files Role-Playing Game Character Sheet Superb (+5) # of Slots: Character Zack Meyer Aspects Skills Player Apprentice Wizard No Idea How Much I Don’ t Know Other Aspects Trouble High Concept 0 Great (+4) # of Slots: 2 2 3 5 Athletics. Conviction Endurance. Etc: Type P/m/S Stress Used? Consequences -2 -4 -6 Aspect Mild Moderate Severe ANY ANY ANY Extreme ANY -8 Replace Permanent Up To Your Waist Skill Points Spent Power Level Skill Cap The Ladder Legendary +8 Epic Fantastic Superb Great Good Fair Average Mediocre +7 +6 +5 +4 +3 +2 +1 +0 –1 –2 Great 25 25 Total Available 7 Current Fate Points Base Refresh Level 4 Adjusted Refresh FP From Last Session -3 Total Refresh Adjustment Poor Terrible © 2010 by Evil Hat Productions. Permission granted to make copies for personal use. . Rapport Discipline+ Neutral Grounds Regular Good (+3) # of Slots: Fair (+2) # of Slots: Average (+1) # of Slots: 1 Stress 2 3 4 5 6 7 8 Physical (Endurance) X X X X X X X X X X X X X X Stunts & Powers Cost Ability Mental Social (Presence) -2 Channeling (Terramancy) -1 The Sight (Conviction) Armor.

See YS223 for details on how the Sight works. The downside here is that the often phantasmagorical images are burned into their brains—never forgotten.Zack Meyer Zack is an amateur athlete of considerable talent. specifically his focus items. You may use Lore as if it were an arcane Investigation skill as well as an arcane Alertness skill. Focus Items Item Slot #1: Staff (Offensive earth control +1) Item Slot #2: Spellcasting Zack may use earth-based evocations like so without additional cost in stress beyond 1: Block. You may use the Sight to fully open your third eye. Counterspell: up to 4 shifts Controll rolls: Zack makes his control rolls at Fair (+2). Opening the Third Eye. He has no idea how far in over his head he is—his success on the athletic field has given him confidence in his magic that he might not have earned. Channeling (Terramancy) [–2] “Channeling” is one of the many general names given to a lesser form of Evocation that is only able to use one particular element. Arcane Senses. except Earth attacks with his staff at +3. Item Slots. but your use is restricted to the element Earth. . always vivid. As another aspect of your arcane senses. his master is currently in Edinburgh. He began his training later in life than most. Wizard’s Touch. Channeling. You can design the items that fit into these slots now. You also gain +1 to Lore when using it in this fashion. Zack’s Powers Skills marked with a plus sign (+) on Zack’s sheet are affected by his abilities. Even with your third eye closed you have heightened arcane senses.thing other than mundanely mortal. when you touch another being who has some magic potential. with all of the risks and rewards that come with it.” without being able to pin it down. the GM may ask you to roll Lore to catch just a hint of a “spark”—indicating their nature as some. Despite how early he is in his training. or later on during play. Maneuver. Even on a failed roll. Channeling comes with two free Focus Item Slots (YS278). Attack. Zack’s natural talent is tied to terramantic evocations — blasting things with earth magic. you might experience some sort of sense that something is “off. The Sight [–1] Wizards and others have learned to open their third eye. You are able to use Evocation as described on YS249. so he’s on his own for a bit. perceiving the magical world in great detail. but more importantly he’s an apprentice wizard.

Discipline Athletics. Permission granted to make copies for personal use. Weapons Neutral Grounds Regular Good (+3) # of Slots: Fair (+2) # of Slots: Average (+1) # of Slots: 1 Stress 2 3 4 5 6 7 8 Physical (Endurance) X X X X X X X X X X X X X X X X X X Stunts & Powers Cost Ability Mental Social (Presence) -1 Emotional Vampire (Despair) -1 Incite Emotion (Touch Only. . Despair) (Conviction) Armor.The Dresden Files Role-Playing Game Character Sheet Superb (+5) # of Slots: Character NATE VALAKAS Aspects Skills High Concept Trouble Player Emo White Court Virgin The Darkness Always Threatens Other Aspects 0 Great (+4) # of Slots: 2 2 3 5 Deceit+. Etc: Type P/m/S Stress Used? Consequences -2 -4 -6 Aspect Mild Moderate Severe ANY ANY ANY Extreme ANY -8 Replace Permanent Up To Your Waist Skill Points Spent Power Level Skill Cap The Ladder Legendary +8 Epic Fantastic Superb Great Good Fair Average Mediocre +7 +6 +5 +4 +3 +2 +1 +0 –1 –2 Great 25 25 Total Available 7 Current Fate Points Base Refresh Level 5 Adjusted Refresh FP From Last Session -2 Total Refresh Adjustment Poor Terrible © 2010 by Evil Hat Productions. LLC.

for example—has a multiplicative effect. Zack can use his Deceit at +2 (making it Fantastic) to inflict an aspect of despair on a target he can touch. As a baseline. inciting the emotion and feeding on it may be done as a single action. based on a single roll. This is done as a psychological attack with Deceit. you may draw some of his life force out of him to sustain you.) Feeding Frenzy. Nate is determined not to. whenever you’re near strong emotions of despair. but his friends at Neutral Grounds know the truth— he’s a White Court virgin. the urge may take the form of a compel against your high concept. you feel a nearly uncontrollable urge to feed. Emotion-Touch. You’re able to do maneuvers at +2 to your roll (using Deceit for despair) that force an emotion on a target (as a temporary aspect). Feeding Touch. When in the presence of heightened emotions and willing victims. On subsequent exchanges. if the emotion is still in place you may continue to feed. . if you inflict enough stress and consequences to kill a victim from feeding (note that if you do this. This just grazes the surface of the victim’s life force.” YS184. His family is keeping an eye on him. you may draw in mild sustenance from it. You may be able to prevent the victim from taking other actions as well if you do this as a block (YS210) instead of a maneuver. you can make them feel something. emotional vampires are often drawn to such events. The victim defends with his Discipline. long-term meal. so long as you’re in the same zone as he is and you can physically touch him. maybe making them just a shade less vital in the long term. The Taste of Death. Being in the presence of many people experiencing strong emotions—a griefstricken mob. Incite Emotion (Touch only. but it doesn’t have much of an immediate effect. assuming he’ll “turn” sooner or later. and is estranged from his wellto-do family. When a victim is in the throes of an eligible emotion (usually easy for a White Court vampire using his Incite Emotion ability). Despair) [–1] You are able to incite strong emotions of despair in a target. Emotional Vampire (Despair) [–1] You can “eat” despair. With the Incite Emotion ability. Physical contact is where it’s at for a satisfying. If you can touch someone. and possibly larger consequences if you have an ability that lets you heal quickly. you may take an immediate “free” recovery period equal to an extra scene. gaining a +1 on the roll.Nate Valakas Nate is nineteen years old. you become a full blown vampire). This will clear your stress track and Mild physical consequence. as such. Nate’s Powers Skills marked with a plus sign (+) on Zack’s sheet are affected by his abilities. (See “Recovery. Once per scene. Most people assume he’s another sullen goth/emo kid who just needs some direction and perspective. In some cases. The GM is within her rights to call for Discipline rolls to resist the urge.

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